Buff Survivors

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solidfury7
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Buff Survivors

Post by solidfury7 » 11 May 2017, 19:12

Summary (a quick, 2-3 sentence summary): Buff survivors by giving them randomised equipment (Better than the current selection) and have some items always on such as a backpack.

Now, I understand we have something similar however the items given are usually useless.

Related to the job role, for example,

Engineer- Metal, plasteel, insulated gloves, toolbelt

PMC/Security will start with heavier weaponry

Doctor - They will start with the a wide selection of medical supplies and a side arm.

Prisoner - They will start with contraband, knife, stimulants and completely randomised kit,

Researcher - Makeshift Flamethrower, research grenade

Liason - Writing equipment, pistol,recorder research documents (Perhaps the CL on the vessel could use it)

These are mere examples, the list is endless and is only limited by the creativity of the team, I am a huge advocate for roleplay and I think a wider and more diverse equipment set could help things along,
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Extra Rare Survivors, these may be unique responders who also came to the planet before the aliens, possibly only high pop survivor only. These COULD be used to solve the age-old issue of self antagging survivors. Multiple survivors could start as this, if chance allows it.

- Pirates/Slavers

- Iron Bears

- Mercs

- Civilian Salvage Team

- Smugglers

Now hear me out, these special ERS' would start off slightly stronger than the survivor, they'd lack the same IC knowledge of the others survivors. They'd also add a dynamic to the WHOLE roleplay scene absorbed by marines.

Maybe that marine claiming it's just another pirate raid was right, afterall, you did make a brief encounter with a pirate of a known syndicate who was attempting to evade arrest,

Benefits (How this will benefit the server and game as a whole): See above

Details (Description of how you think this would work, the benefits, etc): See above - TLDR - Higher Diversity of roleplay scenarios, less aliens rushing survivors due to high risk - low reward (unless they bring friends), ect

Implementation (Optional, if you have an idea how to implement it):
Test the core survivor buff, then add the additional job-roles and ERS if all goes well.

As it stands, survivors are a lack-luster role which have been left behind the times. We all agreed survivor was unsustainable before hugger combat, however after the removal during the time of Boilers before marines even arrive, I think its high-time we fix them.
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Mister Jeether
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Re: Buff Survivors

Post by Mister Jeether » 11 May 2017, 19:17

+1

When you go to the Compound area to get weapons and PMC Equipment, you gotta make sure there ain't any runners camping nearby.

Also, survivors are a wide-open RP Role, i'm totally up with the whole ''Special survivor'' thingy.
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Sarah_U.
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Re: Buff Survivors

Post by Sarah_U. » 11 May 2017, 19:40

I'd rather you generalize those roles unless antag. I like the idea that survivors can just claim they're any role and go along with it; High risk high reward, if you know what I mean.
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Re: Buff Survivors

Post by Kerek » 11 May 2017, 21:11

+1, this would be so nice, I always have trouble finding a backpack if I am being completely honest. Also survivors should spawn with some weapon.
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Re: Buff Survivors

Post by MrJJJ » 12 May 2017, 00:59

+1 I guess, not everyone goes to south compound and finds 2 battle rifles to wipe the xeno floor clean with.

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Re: Buff Survivors

Post by McRipfist » 12 May 2017, 10:28

Cool concepts. Would support it.
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Re: Buff Survivors

Post by WD-Andrew » 12 May 2017, 11:01

+1
Yes, love this idea.
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Re: Buff Survivors

Post by Nick123q23 » 13 May 2017, 01:00

Hell yes, +1 to this.
Make survivors relevant again
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Re: Buff Survivors

Post by driecg36 » 13 May 2017, 02:24

+1

Would make survivor a lot more fun and give it a lot of flavor, especially hostile survivors.
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Re: Buff Survivors

Post by Nyeshivuu » 10 Jun 2017, 19:57

hell yes 1+
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Re: Buff Survivors

Post by Tylaaaaar » 10 Jun 2017, 20:02

+ 1

Gives survivors more rp opportunities
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Re: Buff Survivors

Post by shyshadow » 10 Jun 2017, 20:33

+1 I love roleplaying as a survivor and it would make it more fun if I actually was given the chance to be not just a bland colonists.
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Re: Buff Survivors

Post by misto » 10 Jun 2017, 20:48

i said it in the other thread and it bears repeating, there are various civilian law enforcement and black market guns and equipments coded into the game according to the wiki that barely see any use as far as i have seen, putting some of these items into the hands of survivors sounds great

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Re: Buff Survivors

Post by WinterClould » 11 Jun 2017, 05:10

After just writing about how survivors are useless right now, I feel like this could really help make them relevant again.
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Re: Buff Survivors

Post by Snypehunter007 » 11 Jun 2017, 17:37

Honestly, I still don't know if this will make enough of a difference that xenos still won't murder them.

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solidfury7
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Re: Buff Survivors

Post by solidfury7 » 11 Jun 2017, 20:14

With the recent changes, I'd say having reduced slash damage COULD help survivors at least have a starting chance.

Or begin the game with a time locked reduced damage for slashing (5 minutes or so, I'll leave the details for the devs)

This grace period (before Queen allows slashing) would allow the survivors at least a few moments to gather some gear.
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Re: Buff Survivors

Post by danmax67 » 11 Jun 2017, 21:47

+1
yes ples

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Re: Buff Survivors

Post by dylanstrategie » 12 Jun 2017, 07:12

I'm not gonna lie, Survivors aren't supposed to have a good time. Survivors are a challenge role. Kind of the "look how badass I am" kind of thing

My main issue with giving starting Survivors free gear, outside of bare minimums like a backpack, is that this allows them to be in fighting shape immediately. Survivors are supposed to be on the clock by the very second. As soon as the round starts, you can bet there will be Runners coming for you, so it's a gamble to get your hands on a weapon, or find a good spot to defend

Some maps do have poor loot, but that's an issue with the maps, not the roles

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solidfury7
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Re: Buff Survivors

Post by solidfury7 » 14 Jun 2017, 19:45

Oh, don't get me wrong. I do personally think that survivors should often live intense but difficult lives, and only the strongest survive (unless you conver it to a whitelisted HIGH RP role, but thats for another day)

The current state of the alien meta has it that aliens are extremely strong, even a runner has the ability to break bones in 3 hits, from the beginning of the game. That means a runner can evolve, sprint to you and kill you before you've even reached the usual loot spots (which are either extremely spread out or take a little time to get in to)

So, you have a survivor who has spawned away from the loot spots, who is being targeted by aliens, unarmed and without basic tools to survive. This isn't even offering a chance at survival, especially at high pop.

Feweh himself and a large chunk of the administration team openly express concern at the current state of the survivors, however we're all treading on egg-shells due to the age-old actions of a different version of the game.

Now don't get me wrong, I remember the days of the powergaming crew wiping out hives, however that was at a different time in the CMs lifecycle, the game then is completely different to the game as it stands now.


A small adjustment could lighten the load for survivors immensely, this quality of life adjustment across all the maps would both fix the issues the other maps have and possibly increase the life-span of the survivors to one not of someone living in Chernobyls core as the melt down began.

TLDR: We could roll this out slowly and adjust it as we go along.
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Re: Buff Survivors

Post by doodeeda » 17 Jun 2017, 05:19

The only thing that bothers me is how people get put into survivor when they didn't want it. I've heard that the game forces people to be survivor..WHY? Like Dylan said..it is an unforgiving, challenging role. It is for badasses..don't force a newbie to be one and then screw them over for a round ~2 hours.
dylanstrategie wrote:I'm not gonna lie, Survivors aren't supposed to have a good time. Survivors are a challenge role. Kind of the "look how badass I am" kind of thing
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Re: Buff Survivors

Post by MChosen » 18 Jun 2017, 08:26

+1 for this

I think that survivors who actually survived xeno attack on the colony should have some sort of weapons already on them. How could naked and unarmed survivor survive it? So i think all survivors should spawn with a weapon (one melee (eg. knife, axe) and one ranged (any side-arm or SMG)), however without additional ammo to it. And ammo should be all around the colony.

Next thing is survivor numbers.
I think there should be +1 survivor per every 15th roundstart player starting from 0 (10 players at roundstart - 0 survivors, 35 players at roundstart - 2 survivors, 75 at rounstart - 5 survivors) instead of permanent number of 3 survivors

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Re: Buff Survivors

Post by Sargeantmuffinman » 18 Jun 2017, 08:57

They have weapons now.
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Re: Buff Survivors

Post by NescauComToddy » 18 Jun 2017, 14:09

Survivors are now given a buff to increase their chance of survival. More precisely weapons that give the ability to survive longer.

Still, it will not help those who can not be robust. Like me, for example.
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Re: Buff Survivors

Post by shyshadow » 18 Jun 2017, 15:24

Sargeantmuffinman wrote:They have weapons now.
What do you mean they have weapons now?
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Re: Buff Survivors

Post by Sargeantmuffinman » 18 Jun 2017, 16:26

shyshadow wrote:What do you mean they have weapons now?
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George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

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